Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
already used a lot and part of proposed style guide).
|
|
Also adds DampedTrackTo to the list of supported constraints in the BGE
Test file:
http://www.pasteall.org/blend/11715
Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
|
|
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
to add a second version of the function which takes the property rather then its name.
|
|
fix for sequencer unique naming which was missed with string length update.
|
|
- use more logical names for strings, noticed too many strings called `str` when reviewing name patch.
- pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
|
|
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.
|
|
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added.
Added Functions:
- dot_vn_vn - Dot product of two arrays
- normalize_vn_vn - Normalize an array and store the result in a second array
- normalize_vn - Normalize an array inplace
Renamed Functions:
Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions.
- fill_vni to fill_vn_i
- fill_vn to fill_vn_fl
|
|
* Get rid of subrow/subcol variable names in the C UI code as well, use sub instead. This is shorter and sufficient.
* Minor layout alignment fixes.
* Greying out in NLA editor was doing nothing for "strip_time" property.
|
|
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
This reverts commit 40899 due to UI department feedback.
|
|
Make panels which are on left be toggled by T, and which are on right by N.
|
|
|
|
|
|
|
|
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
|
|
|
|
is used only)
|
|
Plus a few cuts in very long lines…
|
|
- Make gettext stuff draw-time. so switching between languages
can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
(it was codepage issue).
- Added operator "Get Messages" which generates new text block with
with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
messages collected from rna to automatically gathered messages.
To update .pot you have to re-generate messages.txt using "Get Messages"
operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.
TODO:
- Custom fonts and font size.
Current font isn't nice at least for russian locale, it's
difficult to read it.
- Put references to messages.txt so gettext can merge translation when
name/description of some property changes.
|
|
|
|
https://svn.blender.org/svnroot/bf-blender/trunk/blender
|
|
|
|
in graph editor > channel menu. Problem was these did not inherit operator
execution context correctly.
Fix found by Sergey, also needed to fix logic operators which were not working
when invoked instead of executed.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
but keeping a lot of the code around as reference.
|
|
still needs more testing.
|
|
|
|
|
|
|
|
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"
The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).
This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########
epydocs (rst) updated too
|
|
|
|
https://svn.blender.org/svnroot/bf-blender/trunk/blender
|
|
in invoke callback. This prevents unfreed memory blocks when quiting
Bledner with modal operator running.
|